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    Tuesday, November 2, 2021

    Age of Empires II New Trade Carts in November PUP - I hope monks are next!

    Age of Empires II New Trade Carts in November PUP - I hope monks are next!


    New Trade Carts in November PUP - I hope monks are next!

    Posted: 02 Nov 2021 06:19 AM PDT

    Age of Empires II DE ultrawide monitor

    Posted: 01 Nov 2021 07:38 PM PDT

    November Public Update Preview changes

    Posted: 01 Nov 2021 09:32 PM PDT

    Summary: Mostly Infantry Unique Units buffs.

    Anyone that happens to know more about the hidden changes please comment.

    Ornlu's video

    • Will keep updating (Special thanks to Ornlu, people on his Discord and others):

    - Houses now have -2/-1/1/3 melee armor Dark/Feudal/Castle/Imperial Age (previously 0/1/2/3 Dark/Feudal/Castle/Imperial Age).

    - Palisade Walls now cost 3w each (previously 2w).

    - Aztecs: non-Elite Jaguar Warrior now have 65 HP (previously 50 HP).

    - Burmese: Manipur Cavalry now gives +5 against archers (previously +6 against buildings), no longer applies to Arambai.

    - Byzantines: Team Bonus: Monks now heal +100% faster (previously +50%).

    - Celts: non-Elite Woad Raider now have 10 attack (previously 8 attack).

    - Cumans: Stables and Archery Ranges now cost -75w each (previously -100w).

    - Ethiopians: non-Elite Shotel Warrior now have 45 HP (previously 40 HP), upgrade to Elite now costs 900f 450g (previously 1200f 550g).

    - Incas: non-Elite Kamayuk now have 1 melee armor and 70 HP (previously 0 melee armor and 60 HP).

    - Japanese: non-Elite Samurai now have 10 attack and 70 HP (previously 8 attack and 60 HP), upgrade to Elite now costs 750f 650g (previously 950f 875g).

    - Malians: non-Elite Gbeto now have 35 HP (previously 30 HP).

    - Poles: Have access to Siege Engineers, (Elite) Obuch now train in 12 seconds (previously 9 seconds).

    - Teutons: non-Elite Teutonic Knight now have 14 attack and 7 melee armor (previously 12 attack and 5 melee armor), upgrade to Elite now costs 950f 500g (previously 1200f 600g).

    - Vikings: Lose access to Thumb Ring, infantry now have +20% HP from Feudal Age (previously +10/15/20% HP Feudal/Castle/Imperial Age), non-Elite Berserk now have 12 attack and 1 melee armor (previously 9 attack and 0 melee armor), upgrade to Elite now costs 1075f 475g (previously 1300f 550g).

    • Some other changes:

    - Nomad has a treaty that lasts 5 minutes/until all TCs are up, while the treaty is active the players can't attack each other.

    - Arabia gen changed to KotD Arabia gen.

    - Tamerlane, Tariq ibn Ziyad Coop added. Additionally, you can opt to play the opening/ending slideshows.

    - Tech Tree Preview, which gives you a quick look at your civ bonuses, which technologies/units you have access to, which techs are/aren't researched.

    - Middle Eastern, Central Asian, Asian, South East Asian, African civilizations and Indians receive unique design on their trade carts.

    - Handicap system.

    - Quick Play vs AI.

    submitted by /u/ArinaTei
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    When you're all out of stabby men and you have one wall tile on fire...

    Posted: 02 Nov 2021 06:04 AM PDT

    Lithuinian dream

    Posted: 01 Nov 2021 10:50 AM PDT

    Month 4: Bulgarians (Analysis in Comments)

    Posted: 01 Nov 2021 10:18 PM PDT

    Hera explains his Twitch ban

    Posted: 01 Nov 2021 05:23 PM PDT

    What's your opinion on Vikings losing thumb ring technology?

    Posted: 02 Nov 2021 07:37 AM PDT

    So for everyone not yet informed, in new PUP for November that has just been released Vikings will lose access to thumb ring in exchange for some major berserk buffs and now flat +20% HP for infantry across all ages. It's already a controversial one, so I decided to make this poll to see what people are thinking about it.

    Personally I really like this change, as it makes Vikings more of an infantry civ they always were supposed to be. Many people were also asking for nerfs and they finally got one. And to be fair, it makes them more unique than simply nerfing Viking eco. Maybe we will see the meta shift for them into heavy castle age infantry play as they have great bonuses towards it?

    My only complaint is that they weren't given anything in return to make their tech tree a bit more flexible. Some people were suggesting giving them keep, but what about either husbandry or plate barding to make cav a bit more viable option?

    View Poll

    submitted by /u/jaggerCrue
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    Why does everyone seem to hate islands?

    Posted: 01 Nov 2021 07:01 PM PDT

    I personally love it. I love the idea of big navy battles and the idea of having to transport armies or villagers to invade a rival land.

    It adds so much more to the game that often in other maps is an impossibility.

    submitted by /u/Jango8723
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    Memb Confirms Battle of Africa 3 will happen in 2022

    Posted: 01 Nov 2021 12:44 PM PDT

    He announced it yesterday while streaming the KOTD4 qualifiers. There's apparently sponsors already (MS and someone else) and he's trying to get Pinztec on board again. It's happening - get hyped!

    submitted by /u/RmplForeksin
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    Starting a New Video Series - Custom Battles

    Posted: 02 Nov 2021 06:41 AM PDT

    My Channel is pretty new, I plan on making a few maps/videos every few days. This is my newest video. I made this within a week. I got a Fulltime job and this is my side passion. My next map will focus on a Asian Theme. That's the general idea. I'll mute the game though and put Classical Music next time due to copyright. Learning along with multiple programs and websites. Hope you guys enjoy. Here is the Link : https://www.youtube.com/watch?v=advYoEIKjJE

    submitted by /u/TheGreatHuskies
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    AOE2DE 46'' TV

    Posted: 01 Nov 2021 08:49 PM PDT

    what civ is the best for beginners?! 1000 Elo

    Posted: 01 Nov 2021 11:05 PM PDT

    I played quite some time ago and I feel like perfecting the frank scout rush is not very fun...

    What strategy should I play?

    submitted by /u/DeerGround
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    Knights or Light Cavalry vs. Archer Civs in Castle Age

    Posted: 01 Nov 2021 04:30 PM PDT

    The knights are usually the go-to unit when facing archer civs in castle age, but I was wondering if the light calvary would make any sense.

    Some pros I could think for light calvary over knights:

    • They are much better against monks. So they have one less counter than knights.
    • They are faster, so an argument could be made that they are better at raiding. But this one is not so clear for me, because their lower attack.
    • You can make scouts on the way of castle age, keep harrasing, and as soon as you get to castle age upgrade to light cavalry, no need to wait for knights production.
    • Since they don't cost gold, they are easier to send in 'suicide missions', for example for destroying mangonels.
    • Much better line of sight. This can be useful sometimes.
    • If you are in a very defensive position, not expending your gold and trade a food-only-unit with a gold unit (archer) could be a good move long term.

    I also wanted to know how cost effective they were against crossbowmen compared with knights. I used this very nice site https://aoe-combatsim.com (with Perfect Hit&Run) and I tested some of the fights in the scenario editor to verify its results and they are not that far from reality.

    This is what I got:

    Small Fights:

    15 Crossbowmen (1050 resources) vs 13 Light Cavalry (1040 resources): Light Cavalry win with 812 remaining (78% of initial)

    15 Crossbowmen (1050 resources) vs. 8 Knights (1080 resources): Knights win with 830 resources remaining (77% of initial)

    Medium Fights:

    22 Crossbowmen (1540 resources) vs. 19 Light Cavalry (1520 resources): Light Calvary win with 1144 resources remaining (75% of initial)

    23 Crossbowmen (1610 resources) vs. 12 Knights (1620 resources): Knights win with 1053 resources remainging (65% of initial)

    Large Fights:

    31 Crossbowmen (2170 resources) vs 27 Light Cavalry (2160 resources): Light Cavalry win with 1528 resources remaining (71% of initial).

    31 Crossbowmen (2170 resources) vs 16 Knighs (2160 resources): Knights win with 1343 resources remaining (62% of initial)

    Downsides:

    • The obvious downside of Light Cavalry is that they are very bad at mele, so the archer player may make knights on their own, but even then the light calvary is not awful against them. 26 Light Cavalry barely lose against 13 knights and that is 2080 resources (Light Cavalry) vs 1755 (Knights). The knights have a 18% edge over light cavalry, but if we consider that the archer is making a tech switch, the knights may not be as upgraded as the light calvary. If the knights lack iron casting, they would trade about equally in resources.
    • It's a very food heavy strategy, so your usual knights build order should be adjusted to have very little in gold and much more in food.
    • If the game extends to imperial, the upgrade to hussar is much less of a power spike compared with the cavalier upgrade.

    Civs that are specially good with Light Cavalry and a food heavy economy:

    • Magyars with free forging and iron casting and 15% cheaper light cavalry.
    • Berbers with 15% cheaper light cavalry and faster villagers.
    • Indians with +1 pierce armor and cheaper villagers.
    • Turks with free upgrades and +1 pierce armor.
    • Mongols with 30% more HP for light cavalry.
    • Poles with +1 bonus vs archers, a food gathering spike with the folwark and a viable upgrade in imperial with Winged Hussar and Lechitic Legacy.
    • Malians with wood saving bonus that helps with a food heavy economy and a viable upgrade in imperial age with Farimba.
    • Maybe civs that have wood/farming bonus like Franks and Slavs that would make easier to have a food heavy economy and still have bloodlines light cavalry.

    What are your thoughts about this?

    submitted by /u/Vixark
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    Is it worth doing an Eagle Rush in Castle Age?

    Posted: 01 Nov 2021 10:12 PM PDT

    Meso American civs only have Infantry or Archery Ranges anyways (and Xolotl Warriors)... I'm a guy who usually knight rushes or does archers to knights and stuff like that usually...

    But like with Meso Americans it always feels a bit more limited cause of the lack of cavalry... I mean yeah you can go archers to xbows or something, but there's quite a chance your enemy is already prepared with skirms if you already archer rushed him before... But if I weren't using a Meso American civ, I could probably be less predictable thanks to knights and stuff...

    So I thought of trying archers to Eagles, but on paper I already started having issues... Eagles are already expensive on gold... And they take longer to train than knights so I'll need to spend longer to get the mass I want...

    So, anyone know any nice build order/ good way to rush enemies with Eagles in castle age? Like maybe within 20-25 mins or so? I mean the in-game description itself says Eagles are good for raiding, so I wanted to know how to use/rush with these guys properly so that I'm more flexible/better prepared with Meso American civs...

    Thanks

    submitted by /u/UAForever21
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    For a noob, what is better to learn. Archer rush or scout rush into fc

    Posted: 01 Nov 2021 08:00 PM PDT

    Which strategy is viable with more civ?

    Which is more micro intensive?

    I want to hear your thoughts

    submitted by /u/kozila99
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    3 other players instant resign, you're the last one to quit but you still get a 10 minute ban?

    Posted: 02 Nov 2021 03:25 AM PDT

    I like the ban on instant resigns overall, but I feel like it should mostly concern the first, and maybe second player to resign. Once it becomes 4 v 2, it's basically not worth playing anymore but I still got a 10 minute ban after being the last of 4 to resign and that to me seems like an unfair punishment.

    What do people think - should they do something to address this in the system?

    View Poll

    submitted by /u/poli_trial
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    How to play Celts effectively in closed maps?

    Posted: 01 Nov 2021 05:22 PM PDT

    Their siege is awesome. I can defend forever with onagers and scorpions but struggle to push. I create lot of halb but they just die either to self fire or opponent army. 10 paladin or even hussar will swoop in and take out most siege. Any tips?

    submitted by /u/Unique_Carpet1901
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